dForce Hair (as well as strand based hair and the strand based hair editor) in public beta

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  • 3Diva3Diva Posts: 11,746
    edited June 2019

    Strand Based Hair (no dForce) on the new girl Ellithia 8. 

    G8F - Ellithia 8 - out of the box 3.png
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    Post edited by 3Diva on
  • 3Diva3Diva Posts: 11,746
    edited June 2019

    Here's a shorter style with the Strand Based Hair.

    G8F - Ellithia 8 - out of the box.png
    800 x 1040 - 2M
    Post edited by 3Diva on
  • SorelSorel Posts: 1,407

    also what are the settings that make the hair strands less thick and blocky?

  • sabaoeseliansabaoeselian Posts: 9
    edited June 2019

    Is it possible to save hair presets(is already saved as wearable or as sub-scene) similar to the genesis shaping presets?
    Or different shape(changed only strand location)  of same hair have to saved as wearable too?

    Post edited by sabaoeselian on
  • grinch2901grinch2901 Posts: 1,246

    I'm wondering if you save the strand based hair item as a scene subset with nothing else in the scene if that is distributable?  I don't want to break any rules but I'd be willing to try sharing my flattop to see if it works.  It ain't much but it would prove the concept if it's legal.

  • 3Diva3Diva Posts: 11,746
    edited June 2019
    Sorel said:

    also what are the settings that make the hair strands less thick and blocky?

    If you mean the strand thickness you can adjust that in the SBH editor under the Distribute tab >> Width. You can adjust the thickness of the hair strand's base as well as the thickness it tapers to at the tip.

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    Post edited by 3Diva on
  • 3Diva3Diva Posts: 11,746

    Is it possible to save hair presets(is already saved as wearable or as sub-scene) similar to the genesis shaping presets?
    Or different shape(changed only strand location)  of same hair have to saved as wearable too?

    I THINK (could be wrong) that each variation of the hair needs to be saved as a separate scene subset. 

  • 3Diva3Diva Posts: 11,746

    I'm wondering if you save the strand based hair item as a scene subset with nothing else in the scene if that is distributable?  I don't want to break any rules but I'd be willing to try sharing my flattop to see if it works.  It ain't much but it would prove the concept if it's legal.

    Hmm That's a good question. I'm not sure. As long as it doesn't have any actual geometry in the files you're sharing it should be ok, I would think. This is such a new part of Daz Studio though that it's hard to know what is allowed as far as sharing and freebies made with it.

  • 3Diva3Diva Posts: 11,746
    edited June 2019
    Linwelly said:

    Somone askes for Grass in stranbased, so here is a first wild experiment. render time 3 and a half minutes for a 1m^2 plane with 100 segments

    (note I tried with a 1 segment plane first but theres is only one strand on each corner seen in the SBH menue, so that its a bit hard to make differences)

    generaly I'd say this will be an option with some more trying but to make it more interesting two different layers would make sense to give it some colour variation. also the ones on the short side went a bit too short

    Thanks for testing it, Linwelly - I think with a texture map to give it some hue/saturation/color variation it would work nicely! I think it would look neat for like a swamp (I'm envisioning the "bald" areas to have water shining through). 

    Post edited by 3Diva on
  • grinch2901grinch2901 Posts: 1,246

    Todays experiment: I said I wanted to do something like James Bond of the 60s would have had, a short style with a defined part.  Here's what I came up with. I'm still not sure how I got the part, in the clumping I clicked on something and BOOM! it instantly parted perfectly. But could I redo that step?  At the moment, no but I'll try to figure out what it was.  Anyway maybe this is more late 60s bond than around 1963ish bond that I wanted (too shaggy on the sides!) but not too bad for a first try at such a style.

     

    Shaken Not Stirred Hair.jpg
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    Shaken Not Stirred Hair 1.jpg
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  • skinklizzardskinklizzard Posts: 218
    edited June 2019

    For saving strand based hair, it seems you can save them the same as any other figure/prop support asset, although they seem to be a little finicky about loading in properly on other characters in my current test (maybe because it wasn't created on base g8f but it seems like the transforms weirdly effect the generated pr hairs as they are appearing away from the location of the guide curves)

    Post edited by skinklizzard on
  • OdaaOdaa Posts: 1,548
    Sorel said:

    also what are the settings that make the hair strands less thick and blocky?

    There is an area for hair thickness close to the top of one of the tabs, either style or clump, I think. You would need to set tip and root thickness separately, but I think it's the root thickness that's making the human hairs look odd-I tried messing with Daz Horse 2 and setting tip and root thickness to slightly more than the default root thickness made a horse mane and tail with a convincingly coarse texture (styling...eh. Still haven't got the hang of that.)

  • grinch2901grinch2901 Posts: 1,246
    edited June 2019

    In the distribute tab there are paramaters for hair root and tip thickness as Odaa says.  Defaults have the root thicker than the tip as youd expect.  But I thnk too thick.  I have been setting the root thickness to be the same as the tip (I think that takes if from 0.2 to 0.1) and then halving the tip thickness.   Basically I halve them both. 

    Short hair tends to look really whispy at the default density of 10, I have to ramp it up to 100 or 125 to get full coverage for short hair. Or in my beard example, I added some clumping and kink to curl up the hair a little to filll some gaps so it could be less dense but that's a look, if you want it straight without kinkiness I think density is the only choice. Longer hair seems more forgiving in tht regard.

    Another setting I've found important / useful is the segment length.  It's in the style tab and the default is 1 I think.  I've been setting it to 0.5 or less.  I fidn that makes it easier to style in that the guide hairs always look fine either way but when you go to the clumping tab they get all mangled and agular.  You get smoother hair with shorter segment lengths (probably way more system  burdensome too though, remember I'm working with short hair so far so it's okay for me).  For short hair I fild lots of segments essential so you can comb it into a  neat style that isn't just straight up.  If you are doing long hair it might not be as important unless you are doing kinky hair, then I found that to get more curly kinks you needed to have shorter segment lengths. 

    I hope some of that made sense.   It's hard to describe this stuff properly without the program open in front of me and maybe some screen shots to share.

    Post edited by grinch2901 on
  • MattymanxMattymanx Posts: 6,955

    Been playing around with the strand based hair (no its not dForced, just sbh)

     

    Kaylyn

    https://www.daz3d.com/gallery/images/815561

  • grinch2901grinch2901 Posts: 1,246

    That looks really good Mattymanx

  • nicsttnicstt Posts: 11,715
    Mattymanx said:

    Been playing around with the strand based hair (no its not dForced, just sbh)

     

    Kaylyn

    https://www.daz3d.com/gallery/images/815561

    Oh! Very nice.

  • MattymanxMattymanx Posts: 6,955

    Thank you guys! :)

  • SorelSorel Posts: 1,407
    edited June 2019

    Thank you Diva, Odaa and Grinch for the tips, though I should have specifdied I'm trying to make adjustments to the dForce Bristol hair, and from my understanding you can't go into the strand editor with dforce hair.  Also from a previous post of mine, is there a way ti make the hairs behave when object colide with it, such as hands?

    test.png
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    Post edited by Sorel on
  • PsyckosamaPsyckosama Posts: 495
    Oso3D said:

    In hindsight, I wish I had done the HD morph thing with Wyrms (though at the time I'm not sure I had the tools that would have easily created HD stuff)

    What's keeping you from doing an update then? Or a Wyrms HD upgrade?

  • Oso3DOso3D Posts: 15,045

    They sell really really REALLY poorly. I'm not primarily motivated by money, but generally if I have a choice between a project a bunch of people are interested in and a project a few people are interested in, well.

     

    I HAVE been toying with creating a similar but different project, using what I've learned. In addition to HD details I'd LOVE to use good JCMs to get the bends a lot more sinuous; the dragon model has probably 1/4 of the articulation points you'd really want in a proper snake, so it's an interesting challenge. I'm still happy with how well it came out, given my lack of knowledge about a lot of techniques.

     

  • JoepingletonJoepingleton Posts: 746
    edited June 2019

    ,

    Post edited by Joepingleton on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,595
    edited June 2019

    It seems there may be a way to get dForce to work with Strand Based Hair that we all could possibly use. The trick seems to be to apply a "dForce Surface Modifier" to the SBH.  I could only seem to apply the modifier to the hair when I had "Preview PR Hair" ON. Then just run the simulation.  Attached is a quick test on a sphere.

    Interesting but I suspect it is like applying it to the full exported imported mesh which on a hair I did caused a BSOD

    nonetheless may retry it gingerly later

    Post edited by WendyLuvsCatz on
  • Leonides02Leonides02 Posts: 1,379
    Mendoman said:
    It seems there may be a way to get dForce to work with Strand Based Hair that we all could possibly use. The trick seems to be to apply a "dForce Surface Modifier" to the SBH.  I could only seem to apply the modifier to the hair when I had "Preview PR Hair" ON. Then just run the simulation. It takes some time for the simulation to initialize all the spring settings for all the hairs, but it seems to work.

    Attached is a quick test on a sphere.

    This sort of works, but the hair becomes strange and chunky. :(

  • AprilYSHAprilYSH Posts: 1,514
    Sorel said:

    Thank you Diva, Odaa and Grinch for the tips, though I should have specifdied I'm trying to make adjustments to the dForce Bristol hair, and from my understanding you can't go into the strand editor with dforce hair.  Also from a previous post of mine, is there a way ti make the hairs behave when object colide with it, such as hands?

    Hi Sorel, I have replied here to your question: https://www.daz3d.com/forums/discussion/comment/4685196/#Comment_4685196   :) 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,595
    edited June 2019
    Mendoman said:
    It seems there may be a way to get dForce to work with Strand Based Hair that we all could possibly use. The trick seems to be to apply a "dForce Surface Modifier" to the SBH.  I could only seem to apply the modifier to the hair when I had "Preview PR Hair" ON. Then just run the simulation. It takes some time for the simulation to initialize all the spring settings for all the hairs, but it seems to work.

    Attached is a quick test on a sphere.

    This sort of works, but the hair becomes strange and chunky. :(

    if too many will crash the display driver

    I had a go and it fell out of the head as not welded like a mesh would

    18 frames in I cancelled

    fail.jpg
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    Post edited by WendyLuvsCatz on
  • LinwellyLinwelly Posts: 5,981
    Mendoman said:
    It seems there may be a way to get dForce to work with Strand Based Hair that we all could possibly use. The trick seems to be to apply a "dForce Surface Modifier" to the SBH.  I could only seem to apply the modifier to the hair when I had "Preview PR Hair" ON. Then just run the simulation. It takes some time for the simulation to initialize all the spring settings for all the hairs, but it seems to work.

    Attached is a quick test on a sphere.

    This sort of works, but the hair becomes strange and chunky. :(

    if too many will crash the display driver

    I had a go and it fell out of the head as not welded like a mesh would

    18 frames in I cancelled

    that looks like a deranged record tape wig :D (but then my experiments on hair still look like the flying spaghetti monster

  • skinklizzardskinklizzard Posts: 218

    If you're going to try the strand based hair using the cloth dforce, you'll probably have to try weight map it to stay on, also change the collision offset for all the hair surfaces to 0.01 or whatever the thinest of your hair is but in cm rather than mm this -should- help with the polygon bloat that makes it look like magnetic tape

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,595

    If you're going to try the strand based hair using the cloth dforce, you'll probably have to try weight map it to stay on, also change the collision offset for all the hair surfaces to 0.01 or whatever the thinest of your hair is but in cm rather than mm this -should- help with the polygon bloat that makes it look like magnetic tape

    I am aware of this, I have weightmapped and dforced Zbrush fibermesh, I shared some examples earlier

    was just seeing what applying a modifier to this unconverted to an obj did

  • skinklizzardskinklizzard Posts: 218

     

    If you're going to try the strand based hair using the cloth dforce, you'll probably have to try weight map it to stay on, also change the collision offset for all the hair surfaces to 0.01 or whatever the thinest of your hair is but in cm rather than mm this -should- help with the polygon bloat that makes it look like magnetic tape

    I am aware of this, I have weightmapped and dforced Zbrush fibermesh, I shared some examples earlier

    was just seeing what applying a modifier to this unconverted to an obj did

    sorry wasn't implying otherwise, probably should have made it clearer but my comment was directed in general to anyone else wanting to try this and not specifically towards your example.

  • L'AdairL'Adair Posts: 9,479

     

    If you're going to try the strand based hair using the cloth dforce, you'll probably have to try weight map it to stay on, also change the collision offset for all the hair surfaces to 0.01 or whatever the thinest of your hair is but in cm rather than mm this -should- help with the polygon bloat that makes it look like magnetic tape

    I am aware of this, I have weightmapped and dforced Zbrush fibermesh, I shared some examples earlier

    was just seeing what applying a modifier to this unconverted to an obj did

    sorry wasn't implying otherwise, probably should have made it clearer but my comment was directed in general to anyone else wanting to try this and not specifically towards your example.

    Yeah, that can happen when everything is text. But I assure you, many people reading this thread, regardless of when, will really appreciate the expanded information. SBH has quite the learning curve. At least, if you weren't already adept at Garibaldi Express or LAMH.

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